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authortrickerer <onlysuffering@gmail.com>2013-12-11 09:38:24 +0700
committertrickerer <onlysuffering@gmail.com>2013-12-11 09:38:24 +0700
commit91ebea4a77e1db10cea85ff8e891a2ea3f3587ab (patch)
treea9a3c4c9860822da7805c8ba4997fa6ee4344ffe
parenteddf1b5a6407de5a40e04916dd41427d7dc0dc3d (diff)
Don't allow units to enter combat upon death
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp2
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp11
-rw-r--r--src/server/game/Entities/Unit/Unit.h2
3 files changed, 8 insertions, 7 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 7974e07fe33..d927af37adf 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -1337,7 +1337,7 @@ bool Creature::IsInvisibleDueToDespawn() const
if (Unit::IsInvisibleDueToDespawn())
return true;
- if (IsAlive() || m_corpseRemoveTime > time(NULL))
+ if (IsAlive() || isDying() || m_corpseRemoveTime > time(NULL))
return false;
return true;
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 38785018768..343adecbd4b 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -12393,6 +12393,9 @@ void Unit::SetSpeed(UnitMoveType mtype, float rate, bool forced)
void Unit::setDeathState(DeathState s)
{
+ // Death state needs to be updated before RemoveAllAurasOnDeath() is called, to prevent entering combat
+ m_deathState = s;
+
if (s != ALIVE && s != JUST_RESPAWNED)
{
CombatStop();
@@ -12441,8 +12444,6 @@ void Unit::setDeathState(DeathState s)
}
else if (s == JUST_RESPAWNED)
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
-
- m_deathState = s;
}
/*########################################
@@ -12450,14 +12451,14 @@ void Unit::setDeathState(DeathState s)
######## AGGRO SYSTEM ########
######## ########
########################################*/
-bool Unit::CanHaveThreatList() const
+bool Unit::CanHaveThreatList(bool skipAliveCheck) const
{
// only creatures can have threat list
if (GetTypeId() != TYPEID_UNIT)
return false;
// only alive units can have threat list
- if (!IsAlive() || isDying())
+ if (!skipAliveCheck && !IsAlive())
return false;
// totems can not have threat list
@@ -12500,7 +12501,7 @@ void Unit::AddThreat(Unit* victim, float fThreat, SpellSchoolMask schoolMask, Sp
void Unit::DeleteThreatList()
{
- if (CanHaveThreatList() && !m_ThreatManager.isThreatListEmpty())
+ if (CanHaveThreatList(true) && !m_ThreatManager.isThreatListEmpty())
SendClearThreatListOpcode();
m_ThreatManager.clearReferences();
}
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 84c687a2cce..e8a318dac6a 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1894,7 +1894,7 @@ class Unit : public WorldObject
uint32 m_lastSanctuaryTime;
// Threat related methods
- bool CanHaveThreatList() const;
+ bool CanHaveThreatList(bool skipAliveCheck = false) const;
void AddThreat(Unit* victim, float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = NULL);
float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
void DeleteThreatList();